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- Index
- Układanie glazury(1), PORADNIKI, układanie płytek
- Tuning skutera, KURSY, Poradnik dla motocyklistów, Porady dla motocyklisty##
- Twój poradnik i kropka nr 1 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 3 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 5 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 4 przepisy, Przepisy kulinarne
- Tupcio Chrupcio Nie moge zasnac - Piotrowska Eliza, plimuniek
- Twierdza magów 01 Siła trucizny - Maria V.Snyder, Dziwaczne - wampiry, sci-fi itp - 123
- Umiejętność Realizowania Marzeń, Książki, Reszta
- Tylko Ty Decydujesz, Książki
- zanotowane.pl
- doc.pisz.pl
- pdf.pisz.pl
- tutakeja.pev.pl
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Tom Clancys Ghost Recon GCPS2 Prima Official eGuide(1), Poradniki Do Gier ! |
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[ Pobierz całość w formacie PDF ] ™ This game has received the following rating from the ESRB primagames.com ® ™ Michael Searle Prima Games A Division of Random House, Inc. 3000 Lava Ridge Court Roseville, CA 95661 1-800-733-3000 www.primagames.com The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. CONTENTS INTRODUCTION . . . . . . . . . . . . . .2 © 2002-2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc. Associate Product Manager: Jill Hinckley BASIC TRAINING . . . . . . . . . . . . .3 GR MISSION 1: IRON DRAGON . .12 GR MISSION 2: EAGER SMOKE .18 GR MISSION 3: STONE BELL . . .24 Project Editor: Michelle Trujillo Editorial Assistant: Matt Sumpter © 2002 Red Storm Entertainment. All Rights Reserved. Tom Clancy's Ghost Recon is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment. Red Storm and Red Storm Entertainment are trademarks of Red Storm Entertainment in the US and/or other countries. Red Storm Entertainment, Inc. is a Ubi Soft Entertainment company. All products and characters mentioned in this book are trademarks of their respective companies. GR MISSION 4: BLACK NEEDLE .29 GR MISSION 5: GOLD MOUNTAIN34 GR MISSION 6: WITCH FIRE . . . .39 GR MISSION 7: PAPER ANGEL . .44 GR MISSION 8: ZEBRA STRAW .49 Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are copyrighted works and certification marks owned by the Entertainment Digital Software Association and the Entertainment Software Rating Board and may only be used with their permission and authority. Under no circumstances may the rating icons be self-applied or used in connection with any product that has not been rated by the ESRB. For information regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book. Important: GR MISSION 9: BLUE STORM . . .54 GR MISSION 10: FEVER CALM . .59 GR MISSION 11: DREAM KNIFE .64 GR MISSION 12: IVORY HORN . .69 GR MISSION 13: ARCTIC SUN . .74 GR MISSION 14: WILLOW BOW .79 GR MISSION 15: WHITE RAZOR .84 Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. DS MISSION 1: BURNING SANDS89 DS MISSION 2: FLAME PILLAR .94 DS MISSION 3: COLD STEAM . .99 DS MISSION 4: QUIET ANGEL .104 DS MISSION 5: GAMMA DAWN 109 DS MISSION 6: SPECTRE WIND 114 ISBN: 0-7615-4191-8 Library of Congress Catalog Card Number: 2002114732 DS MISSION 7: SUBTLE KEEP .119 DS MISSION 8: TORN BANNER 124 Introduction In Ghost Recon, the enemy hits hard with soldiers and tanks. For the more remote missions, helicopters drop you off at the inser- tion zone— then you're on your own. They are the Ghosts—unseen soldiers who move through the night, as silent as spirits. They are America's elite Special Forces team, sent to the world's political hotspots to keep the peace through whatever means possible. Against the zing of sniper fire or the baboom of tank artillery, the Ghosts risk life and limb for the greater good. You're about to join them. Tension escalates, casualties mount, and U.S. leaders choose the only alternative to war—your team of Green Berets, the Ghosts. Your series of covert operations will decide the future of the entire region. Your soldiers are determined to get the job done, no matter the mission. The Ghosts can blend into any terrain, striking like vipers. It's the year 2008, and an extremist group has seized power in Russia. The radicals are determined to restore communist Russia to its former glory, and they have the military might to make it happen. Without pretense, the radicals invade Ukraine, Belarus, and Kazakhstan. The U.S.-backed NATO responds with troops of its own. No one knows their ranks. No one knows their names. When the Ghosts complete a mission, people never know it happened. With war on the horizon, they give us all a ghost of a chance. 2 BASIC TRAINING Basic Training It's just you and five other teammates. There is no army at your backs. You don't have an army to back you up. If this were a regular mili- tary tour of duty, you could depend on several thousand troops or maybe a division of M1A2 Abrams tanks and heavy air support to help with your objectives. Not with the Ghosts. You're stuck with two teams of three operatives each. You'd better choose the right men for the job, or you're unlikely to penetrate the local bingo night undetected, let alone a Russian command post. There's a difference in weapon accuracy. Notice how the rifleman's M16 reticle pips don't close as tightly as a sniper's rifle. Personnel Files In Ghost Recon , each soldier has four skills: Weapon, Stealth, Endurance, and Leadership. After each successful mission, participating operatives each receive a combat point to increase a skill. Spend these wisely, or you'll end up with a sniper who can take two shots to the chest but can't sneak up on a guard enjoying a siesta. Spend two of every three combat points earned on your Weapon skill. Next up is Stealth, which represents your skill at moving quietly and, therefore, how close you can get to an enemy without being detected. You always want to surprise your enemies, especially if you can get off several rounds before they can return fire, so stealth is a must. Avoid soldiers with a Stealth of one—the lowest Stealth number for a fireteam brings down the entire team's ability to sneak up on an enemy. If you have to take someone low in Stealth, spend the points early to bring him up to an acceptable two or three. Spend your combat points on Weapon skill first so you can shoot straight. Ranking the Stats The most important skill is Weapon. Weapon represents the soldier's accuracy with his gun, as well as how fast his reticle pips (crosshairs) close on a target. There's nothing more frus- trating than picking off bad guys like Jesse James while your supporting teammates miss every shot. Equally annoying is when your soldier's crosshairs close slower than a rusted elevator door. Avoid this by spending combat points, whenever possible, on Weapon. A good rule of thumb is to spend two of every three combat points earned on the Weapon skill. PRIMAGAMES.COM 3 Not All Recruits Are the Same With a high Stealth, you can sneak up on an enemy and pick him off while he's tying his shoe. A low Stealth means patrols will spot you a mile away. Soldiers start with different skill points, from four to eight. Pay attention to the new recruits' points, and you'll see some are better than others. Some have seven points while others only have four points. Obviously, for the best fighting chance, you want a platoon full of seven-point operatives. Unfortunately, that's not possible; there just aren't enough high-stat studs to go around. A soldier is acceptable with six skill points, espe- cially with high Weapon and Stealth numbers. To improve your chances of a killer squad, try this trick. Look at your recruits, and if you're not happy with the result, simply restart the campaign. Each restart spawns new recruits, so you can keep going till you find the platoon you like. If you're not happy with your platoon's beginning stats, restart the campaign and get a whole new set of recruits to choose from. A high Leadership can be critical, though only one of your soldiers has to concentrate on it. For every three points, Leadership increases all other soldiers' skills by one. It's very important since it beefs up five of the six soldiers. However, only pump up one of your guys since the game checks the highest Leadership in the platoon and designates that soldier as the leader. The effect isn't cumulative, so having two operatives with a high Leadership is a waste, unless you want one as a backup in case the other kicks the bucket. Don't worry if you can't find the ultimate set of six soldiers. As you complete missions, the game unlocks 12 different special- ists (one after each of the first 12 missions) in the Ghost Recon campaign and five specialists (one after each of the first five missions) in the Desert Siege campaign. These specialists come ready to go with high stats and special weapons, so include them in the mix if you need their skills, replacing one soldier for another. Without a high Endurance, the ability to sustain injury, you'll end up like these guys. Endurance signifies the ability to withstand physical damage. A single shot takes out low-Endurance guys, but a soldier with an Endurance of eight can take a couple of wounds. Also, a soldier with a low Endurance can be slowed down in combat if he's carrying too much equipment. Endurance is the least important stat for two big reasons. First, missions are based on stealth; you should avoid heavy-duty firefights. Second, you can always restart a mission or return to a previously saved position if one of your men takes a bullet. The rifleman has the best chance of survival in a close firefight. 4
[ Pobierz całość w formacie PDF ] zanotowane.pldoc.pisz.plpdf.pisz.plsylkahaha.xlx.pl
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